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GURPS Martial Arts - Home

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Example 1: An attacker with two attacks can only attack<br />

adjacent targets (in adjoining hexes, on a map). If he tried to<br />

attack two opponents with a gap between them, he’d lose an<br />

attack . . . and be back to just one attack.<br />

Example 2: Someone who has three attacks and two<br />

adjacent opponents could make two attacks on one foe and<br />

one on the other, in any order. If his enemies were one full<br />

yard apart, he could only attack each of them once – skipping<br />

a yard would use up an attack. If he had a third adversary<br />

adjacent to the first two, he could opt to attack each of<br />

them once, moving from left to right or right to left.<br />

Skipping the one in the middle would be like fighting two<br />

people a yard apart, and cost him one attack.<br />

When executing a technique specifically designed to<br />

engage multiple opponents, its special rules always supersede<br />

this general rule. For examples, see Grand Disarm<br />

(p. 84) and Whirlwind Attack (p. 88).<br />

Grappling and Multiple Attacks<br />

Any grappling move that counts as an attack is permitted<br />

as part of a multiple attack sequence during a maneuver.<br />

You must usually attempt different actions (takedown and<br />

pin, kick and break free, break free and grapple, etc.). You<br />

can’t make repeated attempts at a takedown, pin, or lock; try<br />

to injure an opponent repeatedly through strangling or an<br />

Arm Lock, Neck Snap, etc.; or take multiple shots at breaking<br />

free. However, you can try the same move against different<br />

body parts or opponents, grapple and attempt an<br />

instant follow-up, or – if making an attack that must follow<br />

a parry, such as Arm Lock – insert attacks between the parry<br />

and the follow-up. For instance, if you parried using Judo<br />

and then made two attacks, you could feint and then use<br />

Arm Lock.<br />

CHAMBARA FIGHTING<br />

Japanese chambara movies and Hong Kong wuxia films<br />

use wires and camera angles to create the illusion of warriors<br />

catapulting through the air, battling while balanced on<br />

bamboo canes or telephone wires, leaping from rooftop to<br />

treetop, and generally ignoring gravity. Traditionally, fighters<br />

in these tales aren’t comic-book superheroes, capable of<br />

flight and telekinesis. They’re just so skilled at the martial<br />

arts that they can perform the most fantastic feats from<br />

martial-arts legend.<br />

The rules below make it possible to simulate this kind of<br />

action. They make no effort to be realistic! Only use them in<br />

highly cinematic campaigns – and only for combatants who<br />

have either Trained by a Master or Weapon Master. Even in<br />

the most over-the-top movies, only true masters can perform<br />

these stunts.<br />

Chambara Movement<br />

Mighty leaps and acrobatic flips almost define the genre.<br />

In a chambara campaign, a fighter with Trained by a Master<br />

or Weapon Master and both Acrobatics and Jumping at DX<br />

level or better may leap his full jumping distance in combat,<br />

contrary to Jumping During Combat (p. B352). Work out<br />

high- and broad-jump distance – for standing and running<br />

jumps – and record it on the character sheet to avoid having<br />

128 COMBAT<br />

to figure it out in play. This greatly benefits Flying Attacks<br />

(p. 107) and evading by jumping (see Evading, p. 105).<br />

The GM should allow Acrobatic Stand (p. 98) and<br />

Acrobatic Movement (pp. 105-107), and halve all penalties<br />

for these stunts (rounding in the negative direction). For<br />

instance, the penalty for Acrobatic Stand becomes -3. In the<br />

case of multiple, cumulative penalties, find the final penalty<br />

and halve the total.<br />

Other Multiple Actions<br />

The Multiple Attacks rules apply only to the All-<br />

Out Attack, Attack, Committed Attack, Defensive<br />

Attack, and Move and Attack maneuvers. A fighter<br />

can “trade” attacks for feints, but he can’t sacrifice<br />

attacks to perform tasks covered by other maneuvers.<br />

He cannot make multiple posture changes with<br />

Change Posture (but see Acrobatic Stand, p. 98),<br />

hastily Ready an unready weapon (but he can draw<br />

several weapons; see Multiple Fast-Draw, p. 103),<br />

count his turn as more than one second of<br />

Concentrate, or Aim or Evaluate on a turn when he<br />

attacks. Exception: Individuals with Altered Time<br />

Rate can do all of these things by taking suitable<br />

maneuvers on their turn!<br />

Chambara Attacks<br />

A trademark of chambara fighting is attacking on the<br />

move, striking foes on all sides. In a chambara campaign,<br />

the GM should use the expanded rules for Rapid Strike<br />

(p. 127) to let martial artists attack as often as their skill<br />

allows.<br />

A chambara fighter with more than one melee attack<br />

thanks to Extra Attack or All-Out Attack (Double) can<br />

“trade” some of these for extra steps on a one-for-one basis.<br />

He can insert steps anywhere in his attack sequence – even<br />

in the middle of a Combination, Dual-Weapon Attack, or<br />

Rapid Strike (none of which can be traded for steps).<br />

Example: Serena has Extra Attack 1, giving her two basic<br />

attacks. Taking an Attack maneuver, she converts one into a<br />

Rapid Strike for three attacks at -6 apiece (-12, halved for<br />

Trained by a Master). She trades the other for a step. With<br />

the basic step allowed on an Attack, she gets two steps. She<br />

elects to attack, step, attack, step, and attack again!<br />

Naturally, chambara fighters can use both Flying Attack<br />

(p. 107) and Acrobatic Attack (p. 107). When making an<br />

Acrobatic Attack, add the -2 to Acrobatics to any penalty for<br />

a specific stunt and then halve it as usual. Also halve the -2<br />

to attack, making it -1, just like a Flying Attack. The GM<br />

should invent suitable techniques to capitalize on this.<br />

There are three main varieties:<br />

• Acrobatic attacks that let the hero buy off the -4 to hit<br />

for a Move and Attack and -1 for an Acrobatic Attack, and<br />

ignore the skill limit of 9 when doing so. These have a basic<br />

default of -6.

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